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Swamp white oak

Quercus bicolor

A wall of a broadleaf tree that shields and heals its bench, serving only as a native Eastern North American buffer.

XP 100%SUN 120HP 240Swamp white oakBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorBranch Bashβš” 36β˜€ 0Shade Tolerancefree1Γ— / battleretreat β˜€39speed 0.64Tannin LoadactiveCanopy GapactiveLignin Lockdownβš” 31β˜€ 2Swamp white oak β€” full-size photoSwamp white oakQuercus bicolorLVL 100

Overview

Swamp white oak is a wall of a Broadleaf tree that fights as a support anchor: it shields your active with a Sun overshield and heals its bench. It is native to Eastern North America and has no invasive card, so it serves only as a native buffer. Its attack is moderate but its real value is in soaking hits and propping up your team.

Moves

Its starter attack, Branch Bash, unlocks at level 1 for 2 Sun, dealing about 30 damage. The free once-per-battle ability, Shade Tolerance, arrives at level 25: Waits out the dark: heal 40%, and the foe can't heal. The advanced attack, Lignin Lockdown, unlocks at level 40 for 6 Sun (24 damage) and mends the plant as it strikes. Most of your swamp white oak sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.

Abilities

Swamp white oak keeps two always-on traits. The first, Network, arrives on the level 10 riser: while benched it projects a gold Sun overshield bar onto your active, a canopy tree's gift to the front line. The second, Mycorrhiza, arrives on the level 68 riser: it heals a benched ally, though it fires only about 60% of the time. See Abilities.

Features

It is non-toxic, so striking it carries no contact recoil and it lays no poison on the attacker. Its habit is terrestrial, so it is not eligible for a Moss Pole. As a native it takes defensive field gear well β€” a Cloche, or a calcium/magnesium amendment β€” stacking more protection onto an already formidable frame. See statuses.

Stats

At level 40 swamp white oak reads 140 HP with ATK of 25. DEF is 30, in the broadleaf-tree band that stands up as a genuine wall, so it soaks hits that would fold a herb. Its tempo is even: turn 1 runs on its initiative (39) and every turn after on its SPD (39), which match, so it is neither a fast opener nor a fast cruiser. Retreat costs 18 Sun. As a native it gains a +15% HP cushion and projects an HP overshield onto your active while benched. See Stats.

At Level 100

Matured to level 100, swamp white oak swells to 276 HP and 44 ATK, and its DEF climbs to 70 β€” a towering tree's wall that shrugs off most attackers. Retreat rises to 39 Sun, and its tempo has sunk to about 1% of cap, so a mature oak acts last against almost anything younger; maturing buys enormous durability and bench support at the cost of ever moving first.

Weaknesses & Resistances

As a broadleaf tree, swamp white oak sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for Γ—1.5 and takes only Γ—0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for Γ—1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play swamp white oak as a bench anchor and front-line wall: keep it back to project its Sun overshield and heal an ally, or send it out to tank while your hitters set up behind it. Its durability and support traits make it one of the sturdier native buffers here, even if it will not race anything down on offense. On economy, it is edible with a resolved fruit, so feeding it Phosphorus pays Γ—1.25 coins while any other nutrient banks Γ—1.25 XP toward faster growth. It plays as an even-tempo wall leaning ever harder on its bulk as it levels, crossing over around level 17 as a native β€” but it is always stronger at higher levels, so there is no reason to hold it back.

Total power

Leveling trades speed for power. A plant’s tempo (SPD + INI, the turn-order edge) fades as it grows, while its power (HP + ATK + DEF, net of the rising Sun cost to retreat) climbs. The crossover is the level where power overtakes tempo: below it the plant is a fast skirmisher, above it a heavyweight. Shown for each stance this plant can actually hold β€” native adds a HP cushion, invasive an attack edge, neutral neither β€” with the card at its crossover and fully grown at LvΒ 100.

Nativepower overtakes tempo at Lv 17

CrossoverLv 17
HP
88
ATK
17
DEF
15
SPD
53.69
INI
53.69
Retreat
βˆ’10
Tempo107.38
Power110
Fully grownLv 100
HP
276
ATK
44
DEF
70
SPD
0.64
INI
0.64
Retreat
βˆ’39
Tempo1.28
Power351

Neutralpower overtakes tempo at Lv 20

CrossoverLv 20
HP
82
ATK
18
DEF
17
SPD
51.77
INI
51.77
Retreat
βˆ’12
Tempo103.54
Power105
Fully grownLv 100
HP
240
ATK
44
DEF
70
SPD
0.64
INI
0.64
Retreat
βˆ’39
Tempo1.28
Power315

Sources

  1. https://www.inaturalist.org/taxa/search?q=Quercus%20bicolor
  2. https://en.wikipedia.org/wiki/Quercus_bicolor
  3. https://powo.science.kew.org/results?q=Quercus%20bicolor